Abstract:While assistive robots have much potential to help older people with frailty-related needs, there are few in use. There is a gap between what is developed in laboratories and what would be viable in real-world contexts. Through a series of co-design workshops (61 participants across 7 sessions) including those with lived experience of frailty, their carers, and healthcare professionals, we gained a deeper understanding of everyday issues concerning the place of new technologies in their lives. A persona-based approach surfaced emotional, social, and psychological issues. Any assistive solution must be developed in the context of this complex interplay of psychosocial and environmental factors. Our findings, presented as design requirements in direct relation to frailty, can help promote design thinking that addresses people's needs in a more pragmatic way to move assistive robotics closer to real-world use.
Abstract:This paper examines some common problems in Human-Robot Interaction (HRI) causing failures and troubles in Chat. A given use case's design decisions start with the suitable robot, the suitable chatting model, identifying common problems that cause failures, identifying potential solutions, and planning continuous improvement. In conclusion, it is recommended to use a closed-loop control algorithm that guides the use of trained Artificial Intelligence (AI) pre-trained models and provides vocabulary filtering, re-train batched models on new datasets, learn online from data streams, and/or use reinforcement learning models to self-update the trained models and reduce errors.
Abstract:We investigated how a robot moving with different velocity profiles affects a person's perception of it when working together on a task. The two profiles are the common linear profile and a profile based on the animation principles of slow in, slow out. The investigation was accomplished by running an experiment in a home context where people and the robot cooperated on a clean-up task. We used the Godspeed series of questionnaires to gather people's perception of the robot. Average scores for each series appear not to be different enough to reject the null hypotheses, but looking at the component items provides paths to future areas of research. We also discuss the scenario for the experiment and how it may be used for future research into using animation techniques for moving robots and improving the legibility of a robot's locomotion.